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Titlebook: Bridging Literacies with Videogames; Hannah R. Gerber,Sandra Schamroth Abrams Book 2014 SensePublishers-Rotterdam, The Netherlands 2014 di

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發(fā)表于 2025-3-21 16:11:19 | 只看該作者 |倒序瀏覽 |閱讀模式
期刊全稱Bridging Literacies with Videogames
影響因子2023Hannah R. Gerber,Sandra Schamroth Abrams
視頻videohttp://file.papertrans.cn/191/190761/190761.mp4
發(fā)行地址This book offers another way to examine literacy and language learning, highlighting multiple approaches to bridge the field of literacy studies with game studies, providing empirical support and rati
學(xué)科分類Gaming Ecologies and Pedagogies Series
圖書封面Titlebook: Bridging Literacies with Videogames;  Hannah R. Gerber,Sandra Schamroth Abrams Book 2014 SensePublishers-Rotterdam, The Netherlands 2014 di
影響因子Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to:? re-creating worlds and texts? massive multiplayer second language learning? videogames and classroom learningThese diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.
Pindex Book 2014
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Gaming Ecologies and Pedagogies Serieshttp://image.papertrans.cn/b/image/190761.jpg
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Management der ZuliefererbeziehungenThe concept of bridging literate practices is deeply rooted in foundational principles of education. Dewey believed that relevant teaching incorporates what students do outside the classroom and that “l(fā)earning and thinking should emerge from the lives of students” (Simpson, 2006, p. 93).
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Book 2014studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to:? re-creating worlds and texts? massive multiplayer second language learning? videogames and classroom learningT
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